OverviewEdit
Bowser gets down on all fours and hops to thrust his spikey shell upwards. Bowser's shell is fully invincible for part of the main hitbox, nullifying any move that happens to collide with it, making this move difficult to challenge from above and a powerful anti-air. However, it will still clank against a move that has invincibility frames. It also has a hit following the hop on landing, but deal considerably less knockback, only hit opponents standing on the ground, and lasts only one frame, sometimes able to catch an opponent off guard if they do not know of this property. The move can KO at medium percents and can be used to hard punish a roll or a ledge option. It can also be an alternative from Bowser's up throw, instead of using neutral aerial, he can use up smash to cover jump or airdodge, although this is mostly applicable for fast fallers. Another situation being that, instead of using up aerial, Bowser can drop down and up smash, potentially reading an airdodge to KO earlier. The move also has a large enough hitbox to poke throw platforms, making it a tool to pressure opponents above.
HitboxesEdit
TimingEdit
Shell invincible | 14-27 |
---|---|
Charges between | 9-10 |
Hitboxes | 16-23 |
Landing hit | 37 |
Interruptible | 58 |
Animation length | 79 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shell |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Invincible |
Interruptible |
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